Fantasy league management

ABSTRACT

One or more techniques and/or systems for managing a fantasy league are disclosed to incorporate one or more reality factors, equity lines, luxury tax, and/or revenue sharing policies into administration of the fantasy league. A reality factor may influence real life scenarios between at least one of a real player, a real team, and/or a real league, for example. Accordingly, the reality factor may be applied to at least one of a corresponding fantasy player, fantasy team, and/or fantasy league to create a fantasy rule configured to enable a fantasy environment (e.g., the fantasy player, fantasy team, fantasy league, and/or relationships thereof) to more closely emulate the real player, real team, real league, and/or corresponding relationships.

RELATED APPLICATION

This application is a divisional of U.S. patent application Ser. No.15/418,992, filed on Jan. 30, 2017, which is a continuation of U.S.patent application Ser. No. 14/222,899, now U.S. Pat. No. 9,555,325 andfiled on Mar. 24, 2014, which is a continuation of U.S. patentapplication Ser. No. 13/224,870, now U.S. Pat. No. 8,678,930 and filedon Sep. 2, 2011. U.S. patent application Ser. Nos. 15/418,992,14/222,899 and 13/224,870 are incorporated herein by reference.

BACKGROUND

In a fantasy league, participants (e.g., fantasy team owners) may builda fantasy team that competes against other fantasy teams of otherfantasy team owners. Participants generally have control over aspects areal general manager and/or a real coach of a real team would otherwisemanage. For example, fantasy team owners may manage lineups of fantasyplayers, draft, trade, cut, sign, add, drop, start, and/or bench fantasyplayers similarly as real managers would. Fantasy team owners mayparticipate in a fantasy draft where respective fantasy teams acquirefantasy players which correspond to real players on real teams in realleagues (e.g., professional sporting leagues). Typically, fantasy teamrosters may be reset between seasons, although keeper leagues may allowfor retention of at least some fantasy players from season to season.That is, at an end of a fantasy season, fantasy teams may clear theirrosters prior to an upcoming draft and/or permit fantasy team owners toretain at least some fantasy players from a fantasy roster for the nextseason (e.g., a keeper league). Generally, a keeper league draft maycomprise rookies, previously undrafted fantasy players, and droppedfantasy players, while drafts for other fantasy leagues may begin adraft with at least a majority of real players from the real league.

Typically, an outcome of a fantasy league may be based on fantasyplayers belonging to fantasy teams in the fantasy league and onstatistics related to performances of real players corresponding tofantasy players on respective fantasy teams. For example, merely fantasyplayers designated to start on a roster may ‘score’ points for a fantasyteam. For example, a fantasy team may be matched up against otherfantasy team opponents (e.g., from a fantasy league) on a weekly basisand points may be awarded using a point scoring system or according toscoring categories (e.g., touchdowns, yards, home runs, hits, earned runaverage, points, assists, etc.). As an example, a touchdown may be worthsix points, while increments of thirty passing yards may be worth onepoint, and increments of twenty rushing and/or receiving yards may beworth one point, etc. Some fantasy leagues may track win-loss recordsfor head to head matchups between fantasy teams, while other leagues maytrack total points to rank fantasy teams according to an ongoing pointtally, for example.

While current fantasy leagues account for on field performance of realplayers, these fantasy leagues are not believed to consider otherrealities associated with managing a real team. For example, head tohead fantasy leagues generally do not promote a realistic fantasypayroll as part of head to head fantasy league play. That is, an ownerof a fantasy team may merely manage the fantasy team from a coachingand/or drafting perspective, without regard to finances, payroll ofplayers, contractual agreements, or league policies, for example.

SUMMARY

This Summary is provided to introduce a selection of concepts in asimplified form which are further described below in the DetailedDescription. This Summary is not intended to identify key factors oressential features of the claimed subject matter, nor is it intended tobe used to limit the scope of the claimed subject matter.

One or more techniques and/or systems for managing a fantasy league aredisclosed to promote one or more reality factors during a match(s)and/or administration of the fantasy league. The reality factor(s) maycomprise data related to real life sources relating to economic,contractual, legal, political, and/or other factors which may affect thereal player, real team, real league and/or relationships thereof.Accordingly, the reality factor may be applied to the fantasy leaguesuch that the fantasy league and/or environment more closely emulate thereal league. In one exemplary embodiment, the reality factor maycomprise a performance bonus for a real player, to be paid to the realplayer by a real team to which the real player belongs, upon the realplayer achieving a pre-determined performance (e.g., throwing tentouchdowns, winning a playoff game, making an All-Star Team, etc.). Tothis end, a reality factor comprising the performance bonus may beapplied to a corresponding fantasy player (e.g., a fantasy quarterback)on a fantasy team to create a fantasy rule configured to deduct acorresponding fantasy performance bonus from a fantasy payroll for thefantasy team upon the real quarterback completing the pre-determinedperformance. Other reality factors that may be applied to a fantasyplayer, team, and/or league may comprise, among other things, traderestrictions, luxury payrolls taxes,

It will be appreciated that the reality factor, and/or application ofthe reality factor to create a fantasy rule may be scaled to facilitateimplementation within the fantasy league. Thus, with regard to thefantasy luxury payroll tax, the fantasy league may implement a salarycap (e.g., which may be scaled) different than an actual salary cap ofthe real league, depending on a number of fantasy teams within a fantasyleague, for example. Alternatively, the fantasy league may mirror theluxury payroll tax policy of the real league, and follow a fantasy rulesubstantially similar to the actual salary cap and/or luxury tax of thereal league.

In one embodiment for management of a fantasy league, a fantasy payrolland fantasy equity line may be provided such that a fantasy team ownermay draft, trade for, and/or acquire fantasy players (e.g., by way ofwaiver wire) until the fantasy payroll is exhausted. For example,fantasy team owners may begin a season with an initial fantasy payroll,and draft fantasy players according to minimum contract obligationsand/or maximum contract obligations owed to the real player. However,since contracts for the real player may be based on performance (e.g.,by performance bonuses, production statistics, whether or not the realplayer makes the playoffs, an All Star Team, etc.), a value for thecontract may be unknown at a time when a fantasy team acquires a fantasyplayer and/or until a season is over. To this end, incorporating realityfactors in fantasy leagues enables a contract value for a respectiveplayer to fluctuate throughout a fantasy season similar to that of areal contract value. Therefore, it may be possible for a fantasy teamowner to owe fantasy players additional money (e.g., performancebonuses, endorsements, etc.) as a season progresses. To this end, afantasy equity line may provide a fantasy team owner with an increase toa fantasy payroll in a scenario where the allocated fantasy payroll isexceeded. Further, the fantasy equity line may be available before(e.g., during a fantasy draft or prior to actual play), during (e.g.,due to performance bonuses to paid to fantasy players), and/or after(e.g., for offseason trades) the fantasy season. For example, if afantasy team spends at least a majority of fantasy payroll during thedraft, but desires to continue drafting additional players, a fantasyequity line may extend a loan to the fantasy team in exchange forrepayment at an interest rate. In this way, the fantasy team may draftthe additional player, but may be charged with repaying a loan andadditional interest, for example. In one example, if a fantasy teamexhausts a fantasy payroll of one hundred million, the fantasy team maydraft an additional player (e.g., with a corresponding ten milliondollar salary) by taking a ten million dollar loan through the fantasyequity line. In this example, the fantasy equity line may be configuredto setup a repayment plan for the fantasy team comprising ten monthlyone million dollar payments, at a five percent interest rate compoundedmonthly. In another example, a fantasy team may merely use a fantasypayroll provided during an initial draft for fantasy players (e.g.,spending an amount of a provided fantasy payroll such that zero fantasypayroll remains), and invoke the fantasy equity line upon one of thefantasy players on the fantasy team achieving a performance bonus (e.g.,opening the fantasy equity line due to a new monetary obligation createdby a performance bonus clause in a contract for the real player, where areality factor comprises the real performance bonus clause).Additionally, aspects pertaining to the equity line may be used forscoring head to head matches between fantasy teams and/or overallperformance of a fantasy team within the fantasy league. For example,one of the scoring categories may comprise a comparison between twofantasy teams to determine a team associated with borrowing less equity(e.g., the team which borrowed less money may be awarded a point in anequity scoring category). Therefore, it is believed that the equity linepromotes an economic aspect of fantasy league management, for example.

According to one aspect, social media actions relating to a fantasy teamowner and/or a fantasy team may be used to adjust a fantasy payrolland/or a fantasy equity line. That is, for example, if a fantasy teamowner creates a social media page corresponding to the fantasy team, thefantasy team owner may be rewarded with an increase to the fantasypayroll and/or equity line for creating the social media page. Asanother example, the fantasy team owner may be rewarded (e.g., by way ofa fantasy payroll increase, fantasy equity line increase, and/or afantasy interest rate decrease) when other social media users act in amanner related to e.g., the fantasy team (e.g., via microblogs, blogs,posts, likes, status updates, etc.).

In one embodiment, achievements and/or prizes may be awarded to fantasyteam owners and/or fantasy teams for accomplishing feats within thefantasy league. For example, a winner of a fantasy league may receive afantasy team logo which may appear as an icon and/or an avatar on ahomepage for the fantasy team and/or social media pages related to thefantasy team. A fantasy team owner could purchase merchandise bearingthe fantasy team logo, for example. Achievements related to realityfactors may be awarded for fantasy team owners who obtain a fantasy winstreak, break a fantasy win streak of another fantasy team owner,achieve a win to fantasy payroll spent ratio, earn the most net profit,acquire players corresponding to a best fantasy point production tocontract cost ratios, and/or make the most efficient trades.

To the accomplishment of the foregoing and related ends, the followingdescription and annexed drawings set forth certain illustrative aspectsand implementations. These are indicative of but a few of the variousways in which one or more aspects may be employed. Other aspects,advantages, and novel features of the disclosure will become apparentfrom the following detailed description when considered in conjunctionwith the annexed drawings.

DESCRIPTION OF THE DRAWINGS

The application is illustrated by way of example and not limitation inthe figures of the accompanying drawings, in which like referencesindicate similar elements and in which:

FIG. 1 is a flow diagram of an exemplary method for managing a fantasyleague.

FIG. 2 is a flow diagram illustrating an example method where one ormore techniques described herein may be implemented.

FIG. 3 is a flow diagram illustrating an example method where one ormore techniques described herein may be implemented.

FIG. 4 is a flow diagram illustrating an example method where one ormore techniques described herein may be implemented.

FIG. 5 is a component diagram of an exemplary system for managing afantasy league.

FIG. 6 is an illustration an example embodiment of a user interface forfantasy league management.

FIG. 7 is an illustration an example embodiment of a user interface forfantasy league management.

FIG. 8 is an illustration an example embodiment of a user interface forfantasy league management.

FIG. 9 is a component diagram of an exemplary system for managing afantasy league.

FIG. 10 is a component diagram of an exemplary system for managing afantasy league.

FIG. 11 illustrates an exemplary computing environment where one or moreof the provisions set forth herein may be implemented.

FIG. 12 is an illustration of an exemplary computer-readable mediumcomprising processor-executable instructions configured to embody one ormore of the provisions set forth herein.

DETAILED DESCRIPTION

The claimed subject matter is now described with reference to thedrawings, wherein like reference numerals are generally used to refer tolike elements throughout. In the following description, for purposes ofexplanation, numerous specific details are set forth in order to providea thorough understanding of the claimed subject matter. It may beevident, however, that the claimed subject matter may be practicedwithout these specific details. In other instances, structures anddevices are illustrated in block diagram form in order to facilitatedescribing the claimed subject matter.

One or more techniques and/or systems for managing a fantasy league areprovided herein. For example, one or more reality factors related to areal player, a real team, and/or a real league may be received andapplied to a fantasy player, a fantasy team, and/or a fantasy league.The reality factor(s) may comprise, but are not limited to, economic,political, legal, and/or policy oriented aspects commonly associatedwith real players, real teams, and/or real leagues. For example, if areal player signs a contract with a no trade clause, a real team towhich the real player belongs may not trade the real player to anotherreal team without consent from the real player. Applying the no tradereality factor to a fantasy environment (e.g., at least one of a fantasyplayer, fantasy team, fantasy league, and/or relationships thereof) maycreate a fantasy rule which provides that the fantasy playercorresponding to the real player may be at least one of untradeableand/or inhibited from trade. Moreover, in one embodiment, using thetechniques described herein, a fantasy rule based upon the no tradereality factor may optionally penalize fantasy team owners whoparticipate in a trade involving the corresponding fantasy player.

FIG. 1 is a flow diagram of an exemplary method 100 for managing afantasy league. The exemplary method 100 begins at 102 and presents afantasy team owner (e.g., participant) with a set of fantasy players(e.g., which correspond to real players) available to be drafted at 104.In one embodiment, the presented of players 104 may be pre-sorted (e.g.,ordered) according to one or more factors (e.g., a theoretical fantasyrank of the fantasy player, previous fantasy season rank, productionstatistics, point statistics, salary, signing bonus, minimum contractvalue, maximum contract value, no trade clause, guaranteed money clause,player impact, contract length, etc.) related to fantasy leaguemanagement, for example. In one embodiment, the fantasy team owner mayrearrange the presented set 104 to create a customized order reflectinga desired draft order for the fantasy team owner. Further, a notice maybe issued to the fantasy team owner indicative of one or more draftdeficiencies with the customized order (e.g., alerting the fantasy teamowner that he/she may be setup to draft too many players for a skillposition and/or too few players to fill another skill position). Forexample, if a roster merely comprises two quarterback slots, the fantasyteam owner may be alerted when the customized order is configured todraft a third quarterback for the fantasy team while slots for otherpositions may be unfilled.

At 106 in the example method 100, a draft may be administered todistribute fantasy players to fantasy teams. It will be appreciated thatthe draft may be automatic (e.g., based on the set presented at 104and/or the customized order) and/or live, enabling the fantasy teamowner to make adjustments to picks in real time. Generally, a fantasyleague is comprised of a plurality of fantasy team owners (e.g.,participants) and respective fantasy team owners take turns draftingplayers using a serpentine ordering (e.g., a fantasy team owner whopicks first in an odd round may be setup to pick last in an even round,etc.). However, other techniques for determining an order for the draftare also contemplated herein (e.g., such as a lottery system). In oneembodiment, fantasy team owners may trade fantasy draft picks and/orfantasy players prior to, during, and/or after the fantasy draft basedon one or more trading reality factors. For example, if a first teamdrafts a top fantasy player and has no fantasy draft picks remaining anda second team drafts an average fantasy player and has a fantasy draftpick remaining, the first team may trade the top fantasy player to thesecond team for the average fantasy player and the remaining fantasydraft pick. In one embodiment, a fantasy team owner may trade for futurefantasy draft picks (e.g., during a season after an initial draft hasconcluded, during a fantasy draft, etc.). In another embodiment, afantasy team owner may trade a portion of their fantasy payroll (e.g.,play money) in exchange for fantasy draft picks and/or fantasy players.For example, a first fantasy team may buy a fantasy draft pick and/or afantasy player from a second fantasy team using at least a portion ofthe fantasy payroll of the first fantasy team. In this way, the abilityto freely trade fantasy draft picks, fantasy players, and/or fantasypayroll may be promoted based on a reality factor indicative of tradingpolicies and/or a trade protocol of a real league. Accordingly, tradeswhich may be possible in the real league may be enabled in the fantasyleague as well, based on one or more trading reality factors, forexample.

At 108 in the exemplary method 100, matches may be scheduled betweenfantasy teams such that a first fantasy team is scheduled to meet headto head with one or more other fantasy teams, for example. In oneembodiment, various head to head categories may be provided, andrespective fantasy teams may compete to win respective categories andscore points. To this end, points for scoring categories may be summed(e.g., a team winning more categories may be declared a winner of a headto head matchup) to determine a winner for a match, for example. In oneembodiment, fantasy teams may be awarded points based on statistics(e.g., six points for a touchdown) related to players on respectivefantasy teams, and a winner of a match may be chosen based on a pointtotal rather than by scoring categories.

At 110, scores for respective matches between fantasy teams may becalculated based on statistics for respective fantasy players onrespective fantasy teams. For example, one scoring category may comprisea collective player salary configured to compare collective fantasyplayer salaries from fantasy teams to determine a team with a lowerfantasy payroll (e.g., the team with the lower fantasy payroll may beawarded a point in the collective player salary scoring category). Inone embodiment, if a point total scoring system is used, a number ofpoints may be subtracted from a point total of a fantasy team based onan amount of debt (e.g., fantasy payroll spent, fantasy equity incurredby the fantasy team, etc.), for example. In another embodiment, thenumber of points subtracted may be tiered based on an amount of debt(e.g., minus one point for one to ten million of debt, minus five pointsfor ten to twenty million of debt, etc.). It will be appreciated thatfantasy payroll spent may be treated differently (e.g., more or lessfavorably) than fantasy equity incurred, at least because fantasy equitymay be associated with fantasy interest, for example.

Continuing with exemplary method 100, winners of respective matches maybe determined at 112 in the example method 100. For example, in a headto head matchup, the winner may be determined based on a fantasy teamwinning more categories than another fantasy team. To this end, fantasyteams may accumulate a fantasy record as a fantasy season progresses.

Prizes and/or achievements may be awarded to winners throughout and/orat a conclusion of the fantasy season at 114 in the example method 100.As an example, a fantasy team winning a fantasy season (e.g., a fantasychampion) may receive a customized logo with a corresponding fantasyteam emblem. That is, for example, members (e.g., fantasy team owners)of the fantasy league may be presented with the customized logo of thefantasy team when viewing pages related to the winning team, forexample. Similarly, a fantasy team owner may receive an achievement foran efficient trade and be rewarded with an icon to be displayed next toa corresponding fantasy player acquired by the efficient trade. To thisend, rewards may comprise an increase in fantasy payroll, an additionalroster spot, and/or additional draft picks for an upcoming draft, forexample. The exemplary method 100 ends at 116 thereafter.

FIG. 2 is a flow diagram illustrating one embodiment 200 of one or moreportions of a method for implementing a reality factor and/or creationof a fantasy rule. The exemplary method 200 begins at 202 and one ormore reality factors pertaining to at least one of a real player, a realteam, and/or a real league may be received 204. The received one or morereality factors may relate to, but are not limited to economic,contractual, legal, political, and/or other factors (e.g.,considerations) which affect at least one of a real player, real team,and/or real league. Such factors may be derived from availablecontracts, news articles, real league information (e.g., informationfrom real professional sport leagues), and/or other sources ofinformation related to real players, real teams, and/or real leagues,for example.

At 206 in the example method 200, the received one or more realityfactors are applied to at least one of a fantasy player, fantasy team,and fantasy league to create a fantasy rule. It will be appreciated thatan application of the fantasy rule may depend at least in part uponwhether the received factor pertains to a real player, a real team,and/or a real league. For example, a reality factor that merely pertainsto a real player (e.g., as opposed to a real team and/or a real league)may be applied to a corresponding fantasy player. However, at least somereality factors may not be applicable in a fantasy game without at leastsome variation in the fantasy rule (e.g., relative to the reality factor(e.g., real contractual agreement). For example, in professional sports,a real player who becomes a free agent may have the option to selecthis/her team. However, in a fantasy league, fantasy players typically donot have such discretion (e.g., the fantasy team owners choose theirrespective fantasy players through a draft, trade, etc.). Therefore, thereality factor (e.g., the free-agency contractual obligation) may beadapted to be more applicable to a fantasy league. Moreover, a fantasyteam generally comprises fantasy players that correspond to real playerson numerous teams (e.g., such that there isn't a direct correlationbetween a real team and a fantasy team). Thus, for these reason andothers, it will be appreciated that at least some reality factors (e.g.,such as some real rules, contractual obligations, etc.) may not bedirectly applied in the fantasy league. Rather, the fantasy rule createdat 206 may be an adaptation of the received reality factor, for example.That is, in one embodiment, one or more fantasy rules created at 206 maybe merely loosely based upon the received reality factor, for example,as opposed to a direct application of the received reality factor.

Paragraphs [0035] through [0044] of the instant disclosure provideseveral examples of reality factors that may be received at 204 and anapplication of the received reality factors to create rules at 206. Itwill be appreciated to those skilled in the art that the reality factorsdescribed herein and/or the fantasy rules derived therefrom are merelyexample factors that may be received at 204 and/or fantasy rules derivedtherefrom that may be applied to a fantasy player, fantasy team, and/orfantasy league at 206. Such examples are not intended to be acomprehensive list of all such reality factors and/or fantasy rules.

One example of a reality factor that may be received at 204 may beindicative of a trade protocol for a real league. To this end, if atrade may be feasible in the real league (e.g., based on the tradeprotocol), a fantasy rule may be created at 206 indicative of thisreality factor. For example, if the trade protocol enables draft picks,real players, and/or real payroll to be traded before, during, and/orafter a draft, a fantasy rule may be created to enable trading offantasy players, fantasy picks and/or fantasy payroll before, during,and/or after a fantasy draft.

As another example, the received reality factor(s) may comprise acontract expiration date for a real player. Accordingly, a fantasy rulemay be created at 206 to initiate a release of a fantasy playercorresponding to the real player whose contract has an expiration dateand/or may create a fantasy rule that provides for the release offantasy players as respective real players with whom the fantasy playerscorrespond are released from their respective contracts. It will beappreciated that the fantasy rule created at 206 may deviate fromaspects of the received reality factor (e.g., in scenarios whereapplication of the reality factor may not correspond in a one-to-onemanner from the real league to the fantasy league). For example, when acontract for a real player expires, the real player may become a freeagent and sign with a real team based on various factors (e.g.,hometown, location, highest bidder, best opportunity to win achampionship for the real player, etc.). Because some of these aspectsmay not come into play in a fantasy league, fantasy players releasedfrom respective fantasy teams due to contract expiration may instead beplaced in a fantasy draft for an upcoming season based on thecorresponding fantasy rule created at 206, for example.

In yet another embodiment, the received reality factor(s) may compriseinformation related to a salary cap for a real league (e.g., providingthat real teams within the real league may not exceed a salary of aspecified amount), and at 206 the salary cap information may be appliedto create a fantasy rule for the fantasy league. For example, thefantasy rule may inhibit an acquisition of players based on minimumcontract value (e.g., a fantasy team may merely acquire fantasy playersif a fantasy payroll of the fantasy team covers a maximum contract valuefor a potential player), for example. Therefore, if a fantasy team ownerhas twenty million in remaining fantasy payroll, the fantasy rule may beconfigured to inhibit a fantasy team from acquiring a fantasy playerwith a fifteen million dollar salary and six million dollars inpotential incentives.

In one embodiment, the received reality factor(s) may comprise a salarycap, luxury payroll tax, and/or a revenue sharing plan from the realleague, where the real league taxes teams based on a percentage of anamount the salary cap is exceeded by. For example, if a real teamexceeds the salary cap by $X, the real team may owe the real league Y %of the $X. Further, in one embodiment, the luxury tax may be distributedto other teams within the real league to aid smaller market teams basedon the revenue sharing plan. If the luxury payroll reality factor isapplied to a fantasy league, a fantasy rule may be created at 206comprising a fantasy salary cap, a fantasy luxury payroll tax (e.g., apercentage to be paid by a fantasy team upon exceeding the fantasysalary cap), and/or a fantasy revenue sharing plan, for example. It willbe appreciated that the fantasy salary cap, fantasy luxury payroll tax,and/or distribution plan may be scaled to facilitate implementationwithin the fantasy league. Therefore, if the real league has a salarycap of two hundred million and a tax of ten percent, the fantasy leaguemay tailor the fantasy rule to implement scaled variations of the salarycap, luxury tax, and/or revenue sharing plan (e.g., a fantasy salary capof one hundred million with a fantasy luxury tax rate of five percent),rather than matching numbers provided by the corresponding realityfactor, for example. Further, the fantasy league may distribute thecollected luxury tax to other fantasy teams to promote an aim of thesalary cap, luxury payroll tax, and/or the revenue sharing plan, forexample.

Another example of a reality factor that may be received at 204 mayrelate to a no-trade clause for a real player. The reality factor mayreflect a clause stating that the real player may not be traded toanother real team unless the real player provides consent for the trade.However, since aspects related to trade consent may not come into playin a fantasy environment, a fantasy rule may be created which inhibitstrade of a corresponding fantasy player between fantasy teams (e.g.,regardless of consent), for example.

In yet another example, a received reality factor may relate to aguaranteed money clause for a real player which provides that the realplayer may receive a salary from a real team in the event of an injuryand/or release from the real team. To this end, a fantasy rule may becreated that provides that a fantasy player on a fantasy team may bepaid from a fantasy payroll of the fantasy team to which the fantasyplayer is associated unless the fantasy player is acquired by anotherteam regardless of whether the fantasy player plays (e.g., if a firstfantasy team acquires a fantasy player corresponding to a real playerwith a guaranteed money clause and the first fantasy team drops thefantasy player from a first fantasy team roster, the first fantasy teammay be responsible for at least a portion of a salary for the droppedfantasy player until the fantasy player is acquired by a second fantasyteam). On the other hand, a fantasy rule may be created that excuses afantasy team owner from further obligations to a fantasy playercorresponding to a real player upon release of the fantasy player fromthe fantasy team if a received reality factor indicates that a contractfor the real player does not comprise a guaranteed money clause.

As another example, the received reality factor may relate todisciplinary action (e.g., fines received by the real player forcommitted transgressions), and a fantasy rule may be created whichtracks a number of times a player receives discipline throughout aseason and penalizes a fantasy team owner for corresponding behavior.For example, if a real player receives a fine (e.g., ten thousanddollars for unsportsmanlike conduct), the fantasy rule may carry thefine over from the real league to the fantasy league and deduct the tenthousand dollar fine from a payroll of a fantasy team comprising afantasy player corresponding to the real player who received the fine.As another example, a fantasy rule may be created to inhibit a fantasyteam owner from ‘starting’ a fantasy player upon a corresponding realplayer receiving disciplinary action.

Another reality factor may pertain to a signing bonus of a real player.Typically, a real player may be paid a signing bonus at a beginning of acontract term. Thus, a fantasy rule may be created which provides thatrespective fantasy teams may be charged with the signing bonus uponacquisition of a corresponding fantasy player. For example, if a firstfantasy team acquires a fantasy player (corresponding to real playerwith a five million dollar signing bonus), the first fantasy team may berequired to pay the fantasy a bonus using their fantasy payroll.

Yet another reality factor may relate to a performance bonus clause froma contract for a real player. Typically, a performance bonus provides areal player with a sum of money for achieving a pre-determinedperformance. For example, the performance bonus clause may award abaseball player a sum of money for winning a batting title. To this end,a fantasy rule may be created that is provides for the deduction of aperformance bonus from a fantasy payroll of a fantasy team to which thecorresponding fantasy player belongs, upon the real player achieving thepre-determined performance. That is, for example, if a real player has aperformance bonus clause of ten million dollars for hitting fifty homeruns, a performance bonus (e.g., which may be equal to the sum of thereal performance bonus or may be different) may be deducted from afantasy payroll of a fantasy team which owns a corresponding fantasyplayer.

As another example a reality factor may relate to an impact a realplayer has on other real players, a real franchise, a real team, and/ora real league, for example. A real player may impact a real team bydemonstrating leadership, fame, creating locker room drama, mediadistractions, drawing fans based on a popularity of the real player,and/or creating opportunities for a real team to win games, etc. Basedupon this reality factor, a fantasy rule may be created to determine animpact number indicative of an overall impact a real player has on areal franchise, a real team, and/or a real league, for example. In oneembodiment, a positive impact number may be indicative of a positiveimpact of a real player while a negative impact number may represent anegative impact for the real player. Accordingly, if a real playeradversely affects locker room chemistry and often receives boos fromfans, a corresponding fantasy player may be assigned a negative impactnumber (e.g., and may cause a deduction in a payroll of a fantasy teamto which the fantasy player is associated). On the other hand, a realplayer who performs poorly on the field, but is otherwise generallypopular, coveted by fans, and/or teammates may be assigned a higherimpact number to be associated with a corresponding fantasy player(e.g., and may cause an increase in a payroll of a fantasy team to whichthe fantasy player is associated). To this end, impact numbers forfantasy players of a fantasy team roster may be summed, averaged, and/orcompared with corresponding impact numbers from a second fantasy teamfor head to head scoring, for example. The example method 200 ends at208.

FIG. 3 is a flow diagram illustrating an example method 300 for applyingthe fantasy rule(s) created in the example method 200 of FIG. 2. Themethod 300 begins at 302 and continues at 304, where a fantasy payrollmay be initially funded. For example, one or more fantasy team ownersmay pay real money to join a fantasy league. Further, a portion of thefunding may be retained as prize money for winners (e.g., determined atan end of the season, mid-season, and/or upon the completion ofrespective head-to-head match-ups). Funding the fantasy payrolls maycomprise funding a fantasy payroll for merely a single team, multiplefantasy payrolls for multiple fantasy teams, and/or funding for a wholefantasy league. An initial size of a fantasy payroll may be based onnumerous factors, such as a size of the fantasy league, administratorinput, and/or an amount of money paid to the league, etc. For example, afantasy team owner may be able to adjust a fantasy payroll for thefantasy team by submitting an additional payment to the fantasy league.That is, for example, the fantasy league may begin respective fantasyteam owners with a one hundred million (e.g., basic) fantasy payroll,increasable to two hundred million (e.g., a premium fantasy payroll)with a ten dollar league fee (e.g., a premium fee paid with real money).

In one embodiment of the example method 300, after a draft is held(e.g., as described in the example method 100 of FIG. 1), signingbonuses (e.g., for respective fantasy players corresponding to realplayers who have signing bonuses) may be deducted from respectivefantasy payrolls of respective teams at 306. For example, if a fantasyteam drafts a fantasy player corresponding to a real player who has afive million dollar signing bonus in his/her contract, the five milliondollar signing bonus (e.g., or a signing bonus of a different sum) maybe deducted from a fantasy payroll for the fantasy team. According toone aspect, a signing bonus for a fantasy player may be deducted from afantasy payroll upon a fantasy team acquiring the fantasy player,regardless of whether the signing bonus has already been paid by anotherfantasy team. According to another aspect, signing bonuses may bededucted merely during a fantasy draft, enabling fantasy teams toacquire fantasy players (e.g., by trade, free agency, and/or waivers)during a fantasy season without paying the signing bonus.

At 308 in the example method, salaries of fantasy players may bededucted from a fantasy payroll of a fantasy team periodicallythroughout the season. In one embodiment, player salaries may bededucted on a weekly basis (e.g., but other deduction timetables arecontemplated herein and may depend, for example, upon how a real leaguemanages payroll deductions). For example, if a fantasy player has asixteen million dollar salary (e.g., based upon a salary of a realplayer to which the fantasy player corresponds) and a season is sixteenweeks long, one million may be deducted from the fantasy payroll forthat fantasy player weekly.

It will be appreciated that in another embodiment, fantasy playersalaries and signing bonuses may be summed and deducted over a course ofa season (e.g., such that the acts describes at 306 and 308 are merely asingle act spread out over the season). For example, if a player has aone hundred million dollar salary and a sixty million dollar signingbonus, sixteen million may be deducted on a weekly basis over the courseof a ten game season. In one embodiment, if a fantasy team acquires afantasy player partway through the season, the fantasy team may beresponsible for merely a portion of the fantasy player's salary that isdue payable after the fantasy team has acquired the fantasy player.

At 310 in the example method, a payroll of a fantasy team may beincreased based upon an equity line. For example, a fantasy team owner(e.g., participant) that desires to raise a fantasy payroll (e.g.,obtain more imaginary money) for the fantasy team may request an equityline (e.g., by contributing a specified sum of real money), and anequity line may be extended (e.g., by the fantasy league) to increasethe payroll of a fantasy team owned by the fantasy team owner. Variousscenarios may arise which may justify use of the fantasy equity line.For example, if a fantasy team comprises injured fantasy players (e.g.,fantasy players corresponding to real players who are injured), afantasy team owner may wish to take out a loan through the fantasyequity line to obtain replacement fantasy players. As another example,if a fantasy team owner depletes a fantasy payroll of the fantasy teamduring an initial draft, performance bonuses may charge the fantasy teamowner with additional (e.g., unexpected) fantasy payroll deductions.Accordingly, in this example, the fantasy team owner could request aloan using a fantasy equity line for an amount of the performance bonus.

At 312 in the example method 300, the payroll of a fantasy team may bedecreased based upon equity line interest and/or loan repayment. Forexample, if a fantasy team owner receives a loan (e.g., equity line) at310 to increase payroll, the fantasy team may be required to repay theloan, plus interest according to a loan repayment schedule (e.g., whichmay require that the loan by paid back by the end of a season and/orwhich may allow the loan to be repaid over the course of a plurality ofseasons).

At 314 in the example method 300, fantasy payroll for a fantasy team maybe adjusted to reflect management skills of a fantasy team owner for thefantasy team. According to one aspect, the fantasy payroll may beincreased for winning and/or losing fantasy matches against otherfantasy teams (e.g., providing a winner's revenue and a loser'srevenue). These revenues may simulate income and/or cash flow a realfranchise and/or a real team may earn from winning and/or losing games.Moreover, fantasy payroll may be based on reality factors, such as fanattendance (e.g., player impact). For example, respective fantasyplayers on a fantasy roster may be associated with fan attendance and/orplayer popularity. To this end, a cumulative effect on fan attendancemay be determined from reality factors associated with respectivefantasy players for respective fantasy teams. Accordingly, this impacton fan attendance may be used to determine adjustments to a fantasypayroll for a fantasy team. For example, a reality factor associatedwith high fan attendance may increase winning and/or losing revenue by amultiplication factor (e.g., multiplying the fantasy revenue by amultiplication factor greater than one). A low attendance reality factormay decrease fantasy revenue (e.g., by multiplying the fantasy revenueby a multiplication factor less than one). In one embodiment, awardsand/or achievements may comprise an increase to the fantasy payrolland/or fantasy equity line. Further, adjustments may be made to interestrates of the fantasy equity line to reward and/or punish fantasy teamowners. For example, if a fantasy team defaults on a fantasy loanpayment, an increase may be made to the interest rate for the fantasyloan.

The fantasy payrolls and/or equity lines (e.g., interest rates on loans)may also be adjusted based upon a number of followers a fantasy teamhas. In one embodiment, webpages (e.g., including social media websites,blogs, microblogs, etc.) may be monitored for posts indicative of afantasy team and a fantasy team may be rewarded (e.g., by an increasedpayroll and/or lower interest rates) for identify posts indicative ofthe fantasy team. For example, respective fantasy teams may create awebpage on a popular social networking webpage and based upon the numberof followers of the webpage (e.g., the number of people liking thewebpage, the number of people linking the webpage to a microblog, etc.),payroll (e.g., revenue) and/or an equity line may be adjusted. Moreover,it will be appreciated that while reference is made herein to adjustingthe payroll and/or equity line to reward of a fantasy team, the payrolland/or equity line of a team may be negatively impacted if the fantasyteam has few followers (e.g., just as the revenue of a real team with asmaller fan base may receive less revenue than another real team thathas a much larger fan base). The example method 300 ends at 316.

FIG. 4 is a flow diagram of an example method 400 for league play. Theexemplary method 400 begins at 402 and continues at 404 where a draft offantasy players may be conducted to distribute fantasy players (e.g.,corresponding to real players) between fantasy teams as described above.At 406, salaries and/or signing bonuses of fantasy players may bededucted from a fantasy payroll for a fantasy team upon acquisition bythe fantasy team as described above.

At 408 in the example method 400, fantasy payrolls may be increased forrespective fantasy teams upon collection of one or more payments fromrespective fantasy team owners. For example, a payment (e.g., of realmoney) from one of the fantasy team owners may increase a fantasypayroll for a fantasy team from one hundred million to two hundredmillion. In one embodiment, however, an increase to a fantasy payroll ofone team may trigger adjustments (e.g., luxury tax revenue sharing) tofantasy payrolls of other teams, the adjustments based on the increaseto the fantasy payroll. For example, if one fantasy team increases theirfantasy payroll (e.g., by submitting an additional league fee),remaining fantasy teams may receive a smaller increase (e.g., at noadditional fee or for a smaller fee) in fantasy payroll. It will beappreciated that increasing the fantasy payrolls of remaining teams maybe optional, as a fantasy league may implement an increase in fantasypayroll for one team without making adjustments to fantasy payrolls forother teams.

At 410 in the example method 400, matches may be scheduled, held, and/orconducted between fantasy teams and scores may be calculated forrespective fantasy teams and/or fantasy matches based on fantasy playerson respective fantasy teams, reality factors associated with respectivefantasy players, and/or statistics associated with fantasy players onrespective fantasy teams. For example, scores may be calculated bysumming and/or averaging statistics for respective scoring categories.That is, for example, in a fantasy football league, a total number oftouchdowns may be tallied for respective fantasy teams, and a point maybe awarded to a team with a higher number of touchdowns. Some categoriesmay award points for smaller numbers rather than larger ones and/or somecategories may be scored different than other categories (e.g., a teamwith the most touchdowns may be awarded two points and a team with themost field goals may be awarded merely one point). For example, withregard to a number of fumbles a fantasy team collectively commits, afantasy team with a lower number of fumbles generally receives one ormore points for the fumble scoring category. In another example, scoresmay comprise player popularity (e.g., a team with a higher averagepopularity for respective fantasy players may be awarded with one ormore points). Further, a score may comprise tallies of social mediainteraction (e.g., a post, tag, like, microblog, text, etc.) related tothe fantasy team. For example, a scoring category may comprise a socialmedia competition to determine a team which generates more social mediaattention (e.g., during the period in which two or more teams arematched up). To this end, the scoring competition may track a number ofpositive and/or negative social media actions related to respectivefantasy teams (e.g., over the course of the matchup). In one embodiment,the fantasy team drawing more positive social media action may beawarded with a point. In another embodiment, the number of negativesocial media actions may be subtracted from the number of positivesocial media actions to determine a number for the social mediacompetition for respective teams.

At 412 in the example method 400, a winning fantasy team and a losingfantasy team may be determined based on calculated scores (e.g., thewinning fantasy team winning more scoring categories and/or more totalpoints).

At 414 in the example method 400, winning and losing teams may beawarded winning and losing revenues (e.g., or losses) to respectivefantasy payrolls. The example method 400 ends at 416.

FIG. 5 is a component diagram of an exemplary system 500 for fantasyleague management. A draft component 510 may be configured to administera draft of fantasy players between one or more (e.g., but preferably twoor more) fantasy teams of a fantasy league. In one embodiment, the draftcomponent 510 may be configured to present fantasy team owners with apre-sorted set of fantasy players available for draft. According to oneaspect, the draft component 510 may be configured to enable fantasy teamowners to customize the pre-sorted set to reflect a desired draft orderfor the fantasy team owner. Further, in one example, the draft component510 may be configured to alert fantasy team owners of potentialdeficiencies of a fantasy team roster. In one embodiment, the draftcomponent 510 may be configured to enable fantasy team owners to arrangetrades for at least one of a fantasy player, a fantasy team, fantasypayroll, and/or a fantasy draft pick. It will be appreciated that thedraft component 510 may be configured to enable trades before, during,and/or after a fantasy draft. Fantasy players may also be acquiredduring a fantasy season using the draft component 510 to pick up droppedplayers through waivers and/or undrafted free agents.

A monetary component 520 may be configured to accept payments fromfantasy team owners to fund the fantasy league. For example, themonetary component 520 may be configured to accept a base payment tofund a fantasy team with a basic fantasy payroll. Further, the monetarycomponent 520 may be configured to accept additional payments toincrease the fantasy payroll or invoke a fantasy equity line (e.g., asdescribed above). To this end, an invoked fantasy equity line may chargea fantasy team with loan repayments and interest. In one embodiment,monetary component 520 may be configured to collect a payment from oneor more fantasy team owners for trading a fantasy player. The monetarycomponent 520 may be also configured to award prizes (e.g., for winning,achievements, etc.) to fantasy team owners at an end of a fantasyseason. For example, awards may comprise additional fantasy payroll, areduction in fantasy equity line interest rate, additional roster spots,etc. Further, achievements may comprise going on a fantasy win streak,breaking a fantasy win streak of another fantasy team owner, having ahighest win to fantasy payroll ratio in the fantasy league, having abest record in the fantasy league, acquiring a fantasy player with abest performance to fantasy payroll ratio, etc.

According to one aspect, the monetary component 520 may be configured toadjust a value (e.g., stock value) for a fantasy team based on fantasyplayers on the fantasy team (e.g., changes to the fantasy team and/or astarting lineup for the fantasy team), management of the fantasy team(e.g., a win-loss record for the fantasy team), or an outlook for thefantasy team (e.g., owning future draft picks, a prediction related toperformance of the fantasy team). Further, the value may fluctuatesimilar to stock values within a stock market. In one embodiment,fantasy team owners may conduct transactions based on the adjustedvalue. That is, for example, a fantasy team owner could sell a fantasyteam to another person based on the adjusted value for the fantasy team.It will be appreciated that monetary component 520 may be configured toadjust the value for respective fantasy teams in real-time. For example,if a news flash announces that a star player is injured in real life,the monetary component 520 may adjust the value for the fantasy teamowning the corresponding fantasy player in a corresponding fashion. Inone embodiment, the monetary component 520 may be configured to collecta payment (e.g., of real money) from one or more fantasy teams involvedin a trade of a fantasy player and/or a fantasy pick. For example, a feeassociated with a trade may be based on a monetary value (e.g., a higherranked fantasy player may have a higher monetary value than a lowerranked fantasy player) of a particular draft pick. To this end, if areal player is injured, a monetary value for a corresponding fantasyplayer may be adjusted. In one embodiment, monetary component 520 maymanage an escalating revenue-sharing system. For example, income and/orrevenue of a league may be tracked, and users may be awarded apercentage against a league fee. The award percentage may increaseand/or decrease over time based on factors disclosed herein (e.g.,fantasy stock value, reality factors, win-loss records, efficiency,profitability, etc.).

A fantasy payroll component 530 may be configured to manage fantasypayrolls (e.g., play money) for respective fantasy teams and provide atleast one of an available fantasy payroll and/or a spent fantasy payrollfor respective fantasy teams. In one embodiment, the fantasy payrollcomponent 530 may be configured to add and/or subtract revenue (e.g.,for participating in fantasy matchups) to a fantasy payroll and subtractexpenses (e.g., player salaries, bonuses, etc.) from the fantasy payrollon a periodic basis. In one embodiment, the fantasy payroll component530 may be configured to deduct one or more fees from fantasy payrollsof one or more fantasy teams involved in a trade of a fantasy playerand/or a fantasy pick. The fantasy payroll component 530 may beconfigured to manage salary caps for a fantasy league, luxury taxes,and/or distribution of the luxury taxes, for example. In one embodiment,fantasy payroll component 530 and/or monetary component 520 may penalize(e.g., charge fantasy money and/or real money) and/or require a fantasyteam owner to spend above a minimum fantasy payroll amount (e.g., afantasy salary floor). The fantasy payroll component 530 may further beconfigured to provide a fantasy equity line (e.g., fantasy loans) tofantasy team owners in exchange for repayment and interest.

A fantasy league component 540 may be configured to schedule league play(e.g., head to head matchups and/or matches between fantasy teams) andenable interaction between fantasy teams, fantasy players, and/or thefantasy league. In one embodiment, the fantasy league component 540 maybe coupled with a processing unit (not shown). Further, the fantasyleague component 540 may be configured to calculate scores for scheduledmatches. According to one aspect, the fantasy league component 540 maybe configured to calculate the scores based on statistics of fantasyplayers on respective fantasy teams. For example, if a fantasy player ison a fantasy team, and a real player corresponding to the fantasy playerscores two touchdowns, fantasy league component may be configured toaward two corresponding touchdowns to the fantasy team. The fantasyleague component 540 may also be configured to determine a winningfantasy team and/or a losing fantasy team based on the calculatedscores.

A display 552 may allow a user 598 to interact with a user interface 550to manage a fantasy team. The user interface 550 may be configured toallow the user 598 to setup a lineup for a fantasy team, for example. Inone embodiment, the user interface 550 may be configured to enable theuser 598 to start, bench, add, and/or drop fantasy players on a fantasyteam. The user interface 550 will be described in further detail atleast with regard to FIG. 6-FIG. 8.

Social media component 560 may be configured to facilitate social mediainteraction between at least one of the fantasy league, fantasy teamowner, and fantasy team and various social media. Social media component560 may be configured to track social media actions (e.g., likes, posts,microblogs, texts, messages, emails, etc.) related to fantasy teamswithin a fantasy league, and further identify a social media action asat least one of positive, neutral, and/or negative, for example. In oneembodiment, social media component 560 may be configured to compare avolume of social media activity for one fantasy team with the volume ofsocial media activity for another fantasy team and determine a winnerfor a social media scoring category in connection with the fantasyleague component 540. In one embodiment, social media component 560 maygenerate revenue for a fantasy team owner based on the tracked socialmedia action related to a fantasy team.

A reality factor database 570 may be configured to access reality factordata related to a real player, real team, and/or real league. Thereality factor database will be described in further detail at leasewith regard to FIG. 9.

A fantasy rule component 580 of the example system 500 may be configuredto generate and/or create fantasy rules based on application of realityfactors from the reality factor database 570. It will be appreciatedthat the fantasy rule component 580 may be configured to create fantasyrules by scaling reality factors to facilitate implementation in afantasy league. Accordingly, fantasy rules may not have a 1:1correspondence with reality factors from which the fantasy rules arederived (e.g., but may be configured to mimic a real league whenpossible).

An administrative component 596 may be configured to enable anadministrator to modify aspects related to a fantasy player, fantasyteam, and/or a fantasy league. For example, the administrative component596 may be configured to enable an administrator to expand a roster sizefor the fantasy league from ten to twelve slots. In one embodiment, theadministrative component 596 may be configured to allow theadministrator to modify aspects related to fantasy matchups, by changingscoring systems (e.g., between category scoring and point totalscoring). Further the administrative component 596, may be operativelycoupled to and have control over fantasy rule component 580, fantasypayroll component 530, and/or monetary component 520, for example.Therefore, the administrative component 596 may be configured to alterfantasy payrolls for fantasy teams, create fantasy rules, waive leaguefees, etc. In one embodiment, the administrative component 596 may beconfigured to enable league approval of trades between fantasy teams(e.g., by vote of fantasy teams not participating in the trades).

FIGS. 6-8 are illustrations of example embodiments of a user interfacefor fantasy league management (e.g., which may be displayed on a displaysuch as the display 552 of the example system 500 illustrated in FIG.5). FIG. 6 illustrates the user interface presenting a fantasy teamroster and information related to fantasy players on the roster. In oneembodiment, equity button 602 may enable a user and/or a fantasy teamowner to initiate a loan through an equity line. Field bar 610 may beconfigured to provide and/or sort data pertaining to the roster offantasy players for the fantasy team. Fantasy payroll summary box 620may be configured to present an amount of a fantasy payroll availableand/or a fantasy payroll spent. FIG. 7 illustrates a head-to-headmatchup between two fantasy teams, and a fantasy team value (e.g., astock value) 730. Field bar 710 may provide additional and/or differentinformation based on a setup of a fantasy league, for example. In oneembodiment, winning revenue and losing revenue 750 may be provided forrespective fantasy teams based on totals 748 for scoring categorieswithin field bar 710. FIG. 8 illustrates a view of the user interfaceconfigured for free agent drafting. Equity line 802 enables a fantasyteam (e.g., Bob's Boys) to borrow additional fantasy payroll if desired.For example, field bar 810 may present an amount to finance to a fantasyteam owner, if the fantasy team owner desires to acquire a fantasyplayer. Stock value 830 may fluctuate based on changes to a fantasyroster of the fantasy team, player updates, league updates, and/or otherreality factors, for example.

FIG. 9 is a component diagram 900 of an exemplary reality factordatabase 970 comprising one or more reality factors that may be used togenerate fantasy rules, for example. Player contract terms 972 may beconfigured to comprise data related to contracts of real players. Forexample, contract terms 972 may comprise data pertaining to a playersalary, signing bonus, performance bonus, no trade clauses, guaranteedmoney clauses, contract length, contract value of real players, etc.Contract expiration data 976 may comprise data relating to expirationdates of contracts for the real players, to determine fantasy rules forreleasing fantasy player, for example. Player discipline information 974may comprise disciplinary actions related to a real player. For example,if a real player is fined (e.g., by a real team, a real league, and/or acourt), charged with a crime in real life, sent to minor leagues (e.g.,for punishment rather than rehabilitation), player disciplineinformation 974 may reflect such disciplinary action. League rulesand/or policies 978 may comprise collective bargaining agreements,salary caps, luxury taxes, and/or revenue sharing plans, etc. Further,league policies 978 may comprise data related to interest rates of realteams for real loans and/or cash flow information for real teams, forexample. Trade protocol 980 may comprise data pertaining to a timing ofpermitted trades (e.g., before a trade deadline) or how trades may beconducted within a real league (e.g., future draft picks may or may notbe considered bargaining chips for real players). Impact data 982 maycomprise miscellaneous data related to an impact a real player may haveon a real team. Impact data 982 may comprise popularity, fan and/or gameattendance, media coverage, locker room chemistry, leadership, in-lineupand out of lineup win-loss ratios, etc.

FIG. 10 is a component diagram of an exemplary system for managing afantasy league. Acts related to creating a fantasy league 1004, engagingin a transaction of fantasy players 1006, and/or adjusting fantasypayroll and/or a fantasy equity line 1008 may initiate action by amonetary component 1020 (e.g., 520 in FIG. 5). In one embodiment, themonetary component 1020 may be configured to collect a payment of realmoney upon at least one of the acts of 1004, 1006, and/or 1008. Themonetary component 1020 may also be configured to award prizes (e.g.,real money) to fantasy teams at 1010, for example. A fantasy payrollcomponent 1030 (e.g., 530 in FIG. 5), on the other hand, may beconfigured to deal with fantasy currency, such as fantasy payroll, forexample. The fantasy payroll component 1030 may also be configured todeduct money from a fantasy payroll of a fantasy team upon acorresponding real player achieving a performance threshold whichtriggers a performance bonus in real life 1012, upon the fantasy teamacquiring a fantasy player with a corresponding real signing bonus 1014,etc. Further, the fantasy payroll component 1030 may be configured toincrease a fantasy payroll for a fantasy team 1016, increase fantasypayrolls for other fantasy teams 1016 (e.g., as a result of a luxury taxdistribution), and/or decrease the fantasy payroll for the fantasy team1016, for example. Reality factors 1018 may activate the fantasy payrollcomponent 1030 as well. Additionally, an administrator 1096 may access(e.g., through an administration component, not shown) the monetarycomponent 1020 and/or the fantasy payroll component 1030 to facilitateadministration of the fantasy league. User 1098 may be granted access tofantasy payroll component 1030 for acquisition of fantasy players, forexample.

It will be appreciated that creating rules based upon reality factor(s)may provide at least a benefit of more closely emulating at least one ofa real player, real team, real league, and/or relationships thereof uponapplication to a fantasy environment, for example. Conventionally,fantasy teams could hoard fantasy players without regard to realityfactors, such as salaries of players, aspects of player contracts (e.g.,guaranteed money, no trade clauses, etc.), league policies (e.g.,trading deadlines, trade protocol, salary caps, and/or luxury taxes),and/or cash flow (e.g., equity lines and/or interest rates). To thisend, aspects related to reality factors are believed to facilitate acloser simulation of reality (e.g., a real team may not afford a rosterof top players, thus reflected by reality factors), thereby affording afantasy team owner a more realistic management experience. Further,creating fantasy rules based upon reality factors provide a benefit ofcreating an unknown variable related to a fantasy player's cost (e.g.,in terms of fantasy payroll), thereby rewarding fantasy team owners whoselect profitable draft picks. Accordingly, these unknowns may challengefantasy team owners to not only select fantasy players based onproduction, but also to closely emulate good decision making (e.g.,draft a player as a package, rather than solely on one aspect such asproduction) similar to that of a real general manager.

Still another embodiment involves a computer-readable medium comprisingprocessor-executable instructions configured to implement one or more ofthe techniques presented herein. An exemplary computer-readable mediumthat may be devised in these ways is illustrated in FIG. 11, wherein theimplementation 1100 comprises a computer-readable medium 1108 (e.g., aCD-R, DVD-R, or a platter of a hard disk drive), on which is encodedcomputer-readable data 1106. This computer-readable data 1106 in turncomprises a set of computer instructions 1104 configured to operateaccording to one or more of the principles set forth herein. In one suchembodiment 1102, the processor-executable instructions 1104 may beconfigured to perform a method, such as at least some of the exemplarymethod 100 of FIG. 1, for example. In another such embodiment, theprocessor-executable instructions 1104 may be configured to implement asystem, such as at least some of the exemplary system 500 of FIG. 5, forexample. Many such computer-readable media may be devised by those ofordinary skill in the art that are configured to operate in accordancewith the techniques presented herein.

Although the subject matter has been described in language specific tostructural features and/or methodological acts, it is to be understoodthat the subject matter defined in the appended claims is notnecessarily limited to the specific features or acts described above.Rather, the specific features and acts described above are disclosed asexample forms of implementing the claims.

As used in this application, the terms “component,” “module,” “system”,“interface”, and the like are generally intended to refer to acomputer-related entity, either hardware, a combination of hardware andsoftware, software, or software in execution. For example, a componentmay be, but is not limited to being, a process running on a processingunit, a processing unit, an object, an executable, a thread ofexecution, a program, and/or a computer. By way of illustration, both anapplication running on a controller and the controller can be acomponent. One or more components may reside within a process and/orthread of execution and a component may be localized on one computerand/or distributed between two or more computers.

Furthermore, the claimed subject matter may be implemented as a method,apparatus, or article of manufacture using standard programming and/orengineering techniques to produce software, firmware, hardware, or anycombination thereof to control a computer to implement the disclosedsubject matter. The term “article of manufacture” as used herein isintended to encompass a computer program accessible from anycomputer-readable device, carrier, or media. Of course, those skilled inthe art will recognize many modifications may be made to thisconfiguration without departing from the scope or spirit of the claimedsubject matter.

FIG. 12 and the following discussion provide a brief, generaldescription of a suitable computing environment to implement embodimentsof one or more of the provisions set forth herein. The operatingenvironment of FIG. 12 is only one example of a suitable operatingenvironment and is not intended to suggest any limitation as to thescope of use or functionality of the operating environment. Examplecomputing devices include, but are not limited to, personal computers,server computers, hand-held and/or laptop devices, mobile devices (suchas mobile phones, Personal Digital Assistants (PDAs), media players, andthe like), multiprocessor systems, consumer electronics, mini computers,mainframe computers, distributed computing environments that include anyof the above systems or devices, and the like.

Although not required, embodiments are described in the general contextof “computer readable instructions” being executed by one or morecomputing devices. Computer readable instructions may be distributed viacomputer readable media (discussed below). Computer readableinstructions may be implemented as program modules, such as functions,objects, Application Programming Interfaces (APIs), data structures, andthe like, that perform particular tasks or implement particular abstractdata types. Typically, the functionality of the computer readableinstructions may be combined or distributed as desired in variousenvironments.

FIG. 12 illustrates an example of a system 1210 comprising a computingdevice 1212 configured to implement one or more embodiments providedherein. In one configuration, computing device 1212 includes at leastone processing unit 1216 and memory 1218. Depending on the exactconfiguration and type of computing device, memory 1218 may be volatile(such as RAM, for example), non-volatile (such as ROM, flash memory,etc., for example) or some combination of the two. This configuration isillustrated in FIG. 12 by dashed line 1214.

In other embodiments, device 1212 may include additional features and/orfunctionality. For example, device 1212 may also include additionalstorage (e.g., removable and/or non-removable) including, but notlimited to, magnetic storage, optical storage, and the like. Suchadditional storage is illustrated in FIG. 12 by storage 1220. In oneembodiment, computer readable instructions to implement one or moreembodiments provided herein may be in storage 1220. Storage 1220 mayalso store other computer readable instructions to implement anoperating system, an application program, and the like. Computerreadable instructions may be loaded in memory 1218 for execution byprocessing unit 1216, for example.

The term “computer readable media” as used herein includes computerstorage media. Computer storage media includes volatile and nonvolatile,removable and non-removable media implemented in any method ortechnology for storage of information such as computer readableinstructions or other data. Memory 1218 and storage 1220 are examples ofcomputer storage media. Computer storage media includes, but is notlimited to, RAM, ROM, EEPROM, flash memory or other memory technology,CD-ROM, Digital Versatile Disks (DVDs) or other optical storage,magnetic cassettes, magnetic tape, magnetic disk storage or othermagnetic storage devices, or any other medium which can be used to storethe desired information and which can be accessed by device 1212. Anysuch computer storage media may be part of device 1212.

Device 1212 may also include communication connection(s) 1226 thatallows device 1212 to communicate with other devices. Communicationconnection(s) 1226 may include, but is not limited to, a modem, aNetwork Interface Card (NIC), an integrated network interface, a radiofrequency transmitter/receiver, an infrared port, a USB connection, orother interfaces for connecting computing device 1212 to other computingdevices. Communication connection(s) 1226 may include a wired connectionor a wireless connection. Communication connection(s) 1226 may transmitand/or receive communication media.

The term “computer readable media” may include communication media.Communication media typically embodies computer readable instructions orother data in a “modulated data signal” such as a carrier wave or othertransport mechanism and includes any information delivery media. Theterm “modulated data signal” may include a signal that has one or moreof its characteristics set or changed in such a manner as to encodeinformation in the signal.

Device 1212 may include input device(s) 1224 such as keyboard, mouse,pen, voice input device, touch input device, infrared cameras, videoinput devices, and/or any other input device. Output device(s) 1222 suchas one or more displays, speakers, printers, and/or any other outputdevice may also be included in device 1212. Input device(s) 1224 andoutput device(s) 1222 may be connected to device 1212 via a wiredconnection, wireless connection, or any combination thereof. In oneembodiment, an input device or an output device from another computingdevice may be used as input device(s) 1224 or output device(s) 1222 forcomputing device 1212.

Components of computing device 1212 may be connected by variousinterconnects, such as a bus. Such interconnects may include aPeripheral Component Interconnect (PCI), such as PCI Express, aUniversal Serial Bus (USB), firewire (IEEE 1394), an optical busstructure, and the like. In another embodiment, components of computingdevice 1212 may be interconnected by a network. For example, memory 1218may be comprised of multiple physical memory units located in differentphysical locations interconnected by a network.

Those skilled in the art will realize that storage devices utilized tostore computer readable instructions may be distributed across anetwork. For example, a computing device 1230 accessible via network1228 may store computer readable instructions to implement one or moreembodiments provided herein. Computing device 1212 may access computingdevice 1230 and download a part or all of the computer readableinstructions for execution. Alternatively, computing device 1212 maydownload pieces of the computer readable instructions, as needed, orsome instructions may be executed at computing device 1212 and some atcomputing device 1230.

Various operations of embodiments are provided herein. In oneembodiment, one or more of the operations described may constitutecomputer readable instructions stored on one or more computer readablemedia, which if executed by a computing device, will cause the computingdevice to perform the operations described. The order in which some orall of the operations are described should not be construed as to implythat these operations are necessarily order dependent. Alternativeordering will be appreciated by one skilled in the art having thebenefit of this description. Further, it will be understood that not alloperations are necessarily present in respective embodiment providedherein.

Moreover, the word “exemplary” is used herein to mean serving as anexample, instance, or illustration. Any aspect or design describedherein as “exemplary” is not necessarily to be construed as advantageousover other aspects or designs. Rather, use of the word exemplary isintended to present concepts in a concrete fashion. As used in thisapplication, the term “or” is intended to mean an inclusive “or” ratherthan an exclusive “or”. That is, unless specified otherwise, or clearfrom context, “X employs A or B” is intended to mean any of the naturalinclusive permutations. That is, if X employs A; X employs B; or Xemploys both A and B, then “X employs A or B” is satisfied under any ofthe foregoing instances. In addition, the articles “a” and “an” as usedin this application and the appended claims may generally be construedto mean “one or more” unless specified otherwise or clear from contextto be directed to a singular form. Also, at least one of A and B or thelike generally means A or B or both A and B.

Although the disclosure has been shown and described with respect to oneor more implementations, equivalent alterations and modifications willoccur to others skilled in the art based upon a reading andunderstanding of this specification and the annexed drawings. Thedisclosure includes all such modifications and alterations and islimited only by the scope of the following claims. In particular regardto the various functions performed by the above described components(e.g., elements, resources, etc.), the terms used to describe suchcomponents are intended to correspond, unless otherwise indicated, toany component which performs the specified function of the describedcomponent (e.g., that is functionally equivalent), even though notstructurally equivalent to the disclosed structure which performs thefunction in the herein illustrated exemplary implementations of thedisclosure. In addition, while a particular feature of the disclosuremay have been disclosed with respect to only one of severalimplementations, such feature may be combined with one or more otherfeatures of the other implementations as may be desired and advantageousfor any given or particular application. Furthermore, to the extent thatthe terms “includes”, “having”, “has”, “with”, or variants thereof areused in either the detailed description or the claims, such terms areintended to be inclusive in a manner similar to the term “comprising”.

What is claimed is:
 1. A system for managing a fantasy league, comprising: a processing unit; and memory for storing instructions which when executed by the processing unit perform a method, the method comprising: evaluating a set of articles about a real player of a real league to determine trade information associated with the real player and to determine an impact number, wherein: the set of articles are used to estimate an impact of the real player on attendance at a real game in the real league, and the impact number is a function of the impact of the real player on attendance at the real game; creating a set of one or more fantasy rules for a fantasy player in the fantasy league based upon the trade information, wherein the fantasy player represents the real player in the fantasy league; applying the impact number to the fantasy player in the fantasy league based upon the set of articles; adjusting a payroll of a first fantasy team when the fantasy player is associated with the first fantasy team based upon the impact number; receiving a trade request for the fantasy player to trade the fantasy player from the first fantasy team to a second fantasy team; evaluating the trade request against the set of one or more fantasy rules to determine whether the trade request satisfies the set of one or more fantasy rules; and initiating the trade of the fantasy player from the first fantasy team to the second fantasy team responsive to determining that the trade request satisfies the set of one or more fantasy rules.
 2. The system of claim 1, comprising: blocking the trade of the fantasy player from the first fantasy team to the second fantasy team responsive to determining that the trade request does not satisfy at least one fantasy rule of the set of one or more fantasy rules.
 3. The system of claim 1, wherein the impact number describes a percentage of revenue of a real team, to which the real player is member, that is attributable to the real player.
 4. The system of claim 1, wherein adjusting the payroll of the first fantasy team comprises: averaging the impact number of the fantasy player with impact numbers of one or more other players associated with the first fantasy team to determine a factor in a head-to-head scoring between a matchup of the first fantasy team and a third fantasy team; and using the head-to-head scoring to determine a winner of the matchup, wherein the payroll of the first fantasy team is adjusted based upon whether the first fantasy team is the winner of the matchup.
 5. The system of claim 1, comprising: monitoring posts to a first webpage associated with the first fantasy team in the fantasy league to determine a level of activity for the first webpage; monitoring posts to a second webpage associated with a third fantasy team in the fantasy league to determine a level of activity for the second webpage; and comparing the level of activity for the first webpage to the level of activity for the second webpage to determine a factor in a head-to-head scoring between a matchup of the first fantasy team and the third fantasy team in the fantasy league.
 6. The system of claim 5, wherein the third fantasy team is different than the second fantasy team.
 7. The system of claim 5, comprising: using the head-to-head scoring to determine a winner of the matchup, wherein a payroll of the first fantasy team is adjusted based upon whether the first fantasy team is the winner of the matchup.
 8. A system for managing a fantasy league, comprising: a processing unit; and memory for storing instructions which when executed by the processing unit perform a method, the method comprising: evaluating a set of articles about a real player of a real league to determine trade information associated with the real player and to determine an impact number, wherein the impact number describes a percentage of revenue of a real team, to which the real player is member, that is attributable to the real player; creating a set of one or more fantasy rules for a fantasy player in the fantasy league based upon the trade information, wherein the fantasy player represents the real player in the fantasy league; applying the impact number to the fantasy player in the fantasy league based upon the set of articles; adjusting a payroll of a first fantasy team when the fantasy player is associated with the first fantasy team based upon the impact number; receiving a trade request for the fantasy player to trade the fantasy player from the first fantasy team to a second fantasy team; evaluating the trade request against the set of one or more fantasy rules to determine whether the trade request satisfies the set of one or more fantasy rules; and initiating the trade of the fantasy player from the first fantasy team to the second fantasy team responsive to determining that the trade request satisfies the set of one or more fantasy rules.
 9. The system of claim 8, comprising: blocking the trade of the fantasy player from the first fantasy team to the second fantasy team responsive to determining that the trade request does not satisfy at least one fantasy rule of the set of one or more fantasy rules.
 10. The system of claim 8, wherein adjusting the payroll of the first fantasy team comprises: averaging the impact number of the fantasy player with impact numbers of one or more other players associated with the first fantasy team to determine a factor in a head-to-head scoring between a matchup of the first fantasy team and a third fantasy team; and using the head-to-head scoring to determine a winner of the matchup, wherein the payroll of the first fantasy team is adjusted based upon whether the first fantasy team is the winner of the matchup.
 11. The system of claim 8, comprising: monitoring posts to a first webpage associated with the first fantasy team in the fantasy league to determine a level of activity for the first webpage; monitoring posts to a second webpage associated with a third fantasy team in the fantasy league to determine a level of activity for the second webpage; and comparing the level of activity for the first webpage to the level of activity for the second webpage to determine a factor in a head-to-head scoring between a matchup of the first fantasy team and the third fantasy team in the fantasy league.
 12. The system of claim 11, wherein the third fantasy team is different than the second fantasy team.
 13. The system of claim 11, comprising: using the head-to-head scoring to determine a winner of the matchup, wherein a payroll of the first fantasy team is adjusted based upon whether the first fantasy team is the winner of the matchup.
 14. A system for managing a fantasy league, comprising: a processing unit; and memory for storing instructions which when executed by the processing unit perform a method, the method comprising: evaluating a set of articles about a real player of a real league to determine trade information associated with the real player and to determine an impact number; creating a set of one or more fantasy rules for a fantasy player in the fantasy league based upon the trade information, wherein the fantasy player represents the real player in the fantasy league; applying the impact number to the fantasy player in the fantasy league based upon the set of articles; adjusting a payroll of a first fantasy team when the fantasy player is associated with the first fantasy team based upon the impact number, wherein adjusting the payroll of the first fantasy team comprises: averaging the impact number of the fantasy player with impact numbers of one or more other players associated with the first fantasy team to determine a factor in a head-to-head scoring between a matchup of the first fantasy team and a second fantasy team; and using the head-to-head scoring to determine a winner of the matchup, wherein the payroll of the first fantasy team is adjusted based upon whether the first fantasy team is the winner of the matchup; receiving a trade request for the fantasy player to trade the fantasy player from the first fantasy team to a third fantasy team; evaluating the trade request against the set of one or more fantasy rules to determine whether the trade request satisfies the set of one or more fantasy rules; and initiating the trade of the fantasy player from the first fantasy team to the third fantasy team responsive to determining that the trade request satisfies the set of one or more fantasy rules.
 15. The system of claim 14, comprising: blocking the trade of the fantasy player from the first fantasy team to the third fantasy team responsive to determining that the trade request does not satisfy at least one fantasy rule of the set of one or more fantasy rules.
 16. The system of claim 14, comprising: monitoring posts to a first webpage associated with the first fantasy team in the fantasy league to determine a level of activity for the first webpage; monitoring posts to a second webpage associated with a fourth fantasy team in the fantasy league to determine a level of activity for the second webpage; and comparing the level of activity for the first webpage to the level of activity for the second webpage to determine a factor in a head-to-head scoring between a matchup of the first fantasy team and the fourth fantasy team in the fantasy league.
 17. The system of claim 16, wherein the fourth fantasy team is different than the third fantasy team.
 18. The system of claim 16, comprising: using the head-to-head scoring to determine a winner of the matchup, wherein a payroll of the first fantasy team is adjusted based upon whether the first fantasy team is the winner of the matchup. 